Implemented Solid Collisions
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29854b2b5c
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@ -12,6 +12,9 @@ class Entity(object):
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self.radius = 10
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self.col = (255, 255, 255)
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self.shape = 'circle'
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self.solid = False
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self.movable = False
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self.elasticity = 1
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def physics_step(self):
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x, y = self.pos
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@ -40,8 +43,21 @@ class Entity(object):
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pygame.draw.circle(self.env.surface, self.col,
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(x*self.env.width, y*self.env.height), self.radius, width=0)
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def on_collision(self, other):
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pass
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def on_collision(self, other, depth):
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if self.solid and other.solid:
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if self.movable:
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self.on_crash(other, depth)
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def on_crash(self, other, depth):
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if other.movable:
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raise Exception('Movable-Movable Collisions not implemented!')
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force_dir = self.pos[0] - other.pos[0], self.pos[1] - other.pos[1]
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force_dir_len = math.sqrt(force_dir[0]**2+force_dir[1]**2)
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force_dir = force_dir[0]/force_dir_len, force_dir[1]/force_dir_len
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depth /= other.elasticity
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force_vec = force_dir[0]*depth/self.env.width, \
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force_dir[1]*depth/self.env.height
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self.pos = self.pos[0] + force_vec[0], self.pos[1] + force_vec[1]
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def kill(self):
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self.env.kill_entity(self)
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@ -54,6 +70,8 @@ class Agent(Entity):
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self.col = (0, 0, 255)
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self.drag = self.env.agent_drag
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self.controll_type = self.env.controll_type
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self.solid = True
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self.movable = True
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def controll_step(self):
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self._read_input()
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@ -74,7 +92,8 @@ class Enemy(Entity):
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self.col = (255, 0, 0)
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self.damage = 100
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def on_collision(self, other):
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def on_collision(self, other, depth):
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super().on_collision(other, depth)
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if isinstance(other, Agent):
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self.env.new_reward -= self.damage
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@ -82,6 +101,8 @@ class Enemy(Entity):
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class Barrier(Enemy):
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def __init__(self, env):
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super(Barrier, self).__init__(env)
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self.solid = True
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self.movable = False
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class CircleBarrier(Barrier):
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@ -137,7 +158,8 @@ class Reward(Entity):
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self.enforce_not_on_barrier = False
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self.reward = 10
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def on_collision(self, other):
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def on_collision(self, other, depth):
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super().on_collision(other, depth)
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if isinstance(other, Agent):
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self.on_collect()
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elif isinstance(other, Barrier):
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@ -142,17 +142,18 @@ class ColumbusEnv(gym.Env):
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def check_collisions_for(self, entity):
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for other in self.entities:
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if other != entity:
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if self._check_collision_between(entity, other):
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entity.on_collision(other)
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other.on_collision(entity)
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depth = self._check_collision_between(entity, other)
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if depth > 0:
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entity.on_collision(other, depth)
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other.on_collision(entity, depth)
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def _check_collision_between(self, e1, e2):
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shapes = [e1.shape, e2.shape]
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shapes.sort()
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if shapes == ['circle', 'circle']:
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sq_dist = ((e1.pos[0]-e2.pos[0])*self.width) ** 2 \
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+ ((e1.pos[1]-e2.pos[1])*self.height)**2
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return sq_dist < (e1.radius + e2.radius)**2
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dist = math.sqrt(((e1.pos[0]-e2.pos[0])*self.width) ** 2
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+ ((e1.pos[1]-e2.pos[1])*self.height)**2)
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return max(0, e1.radius + e2.radius - dist)
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else:
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raise Exception(
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'Checking for collision between unsupported shapes: '+str(shapes))
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